Jump to content

tidge

Members
  • Posts

    4040
  • Joined

  • Last visited

  • Days Won

    8

Posts posted by tidge

  1. On 7/1/2023 at 9:55 PM, Wavicle said:

    I have experienced this many times but I have been completely unable to figure out what causes it.

     

    Assassin's Strikes and Snipes have a couple of things in common:

    • AS and (Slow) Snipes are interruptable
    • AS and Snipes have variable damage that depends on different conditions, including: Hidden/Not Hidden, Slow/Fast, +ToHit

    I mostly notice AS hitting and not doing damage from Hidden (because it is really obvious), but I can't swear that I haven't had it happen when a Stalker wasn't hidden. Similarly with Slow Snipes, although I feel like (at least on Blasters) I have observed a Fast Snip hit and do no damage (except possibly via a %proc).

     

    Since the %proc damage is registered, the game absolutely "knows" that the attack hit, so I think that rules out server/client miscommunication.

     

    It "feels" more that the game simply didn't enter any function to apply damage from the power itself. It is as if the game has an unhandled CASE for the 'native' damage. I suppose the CASE could be confused by server/client issues, but frankly there should just be a default CASE rather than allowing NO damage.

  2. 23 hours ago, Techwright said:

    Don't forget that Positron, as his story progressed, was given a model that had the helmet removed.

     

    IIRC, at launch Positron also had a costume that used the circuitry-looking overlay to his costume. I had picked the same for my launch-day character and I was slightly non-plussed to find an NPC with the similar costume.

    • Like 1
  3. 1 hour ago, Yomo Kimyata said:

     

    My go to slotting for WR is a boosted accuracy and a AH -res.  You should be at 90% activation on the proc.  And yes it's a proc bomb (as I learned on my Passive Aggressor) but the activation time feels long enough that I probably don't use it as often as I should.

     

     I used to do the same with the Achilles' Heel piece (in Weaken Resolve), but it felt like a waste of a slot considering that it is still a %proc (on top of needing the underlying attack to hit) and the %proc only lasts a maximum 10 seconds (on the single-target). That is 2/3 the time of the native debuff, yet I felt it was pushing the limit on how much (in terms of slots) I wanted to invest in a another resistance debuff that is itself resistible. Solo: if the %debuff lands, I've only got 10 seconds to capitalize. I feel like this is along the lines of what @Sovera is hinting at when saying some tests skew perceptions of how much %-resistance affects gameplay.

     

    For me, it comes down to "How much extra expense (in build slots) do I really want to put into potentially improving team damage (on a single target)?" There is also a high-order complication on the net value of %-Resistance on teams depending on how many different players have the same %-Resistance piece in play. I simply landed on: If I take (and cast) Weaken Resolve, at least my teammates can see me doing that... how much more debuffing can they really expect me to be doing with that power?

  4. I don't like the %proc in Beta Decay. The final %proc rate is not going to be very good. I have the power much earlier in my build and run it (at 50+) with a single Hami-O Enzyme.

     

    For every AT except Masterminds and Crabberminds (and possibly control characters with a LOT of pets), I prefer to have the Gaussian's %BuildUp in an on-demand power (i.e. a click) rather than in an aura (which relies on teammates/henchmen/pets), but I don't feel obligated to rehash that discussion.

     

    Is the Reactive Defenses Scaling Resistance global in the build? I feel like that is necessary for any character trying to be 'Tanky".

     

    Sincere question: How does the build play if you DON'T use Hasten? I have a Water Blast/Atomic Manipulation blaster that has enough things to do (buttons to match)that I don't feel the need to include Hasten in its build.

     

    Another point about me: I almost never take Stealth as anything but a mule, so it wouldn't appear so early if I was building the character. If you wanted such a power this early, I prefer Infiltration. It takes the same mules, and if run toggled on it improves running/jumping (which I consider a Quality-of-Life improvement). On the Blaster I mentioned, Infiltration is that character's travel power (Blessing of the Zephyr – Endurance Reduction/Travel can be used in place of the Hami-O). On other builds I will include a Kismet +ToHit piece here, as I almost always keep the power toggled on. Taking the power early allows more mule slotting as I level up. (subject of course to level requirements of enhancements)

     

    Level 4:        Infiltration    
     (A) HO Microfilament – Endurance Reduction/Travel: Level 51
     (*) Reactive Defenses - Scaling Resist Damage
     (*) Luck of the Gambler – Defense/Recharge Speed

     

    Final, subtle point about the choices in Health. Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(42), NmnCnv-Regen/Rcvry+(43)

     

    I see what the approach is with the three globals, but it is rare (for my level 50 builds) that adding only (i.e. not as part of a set) the Numina's Convalescence global +Regen/+Recovery piece has a noticeable effect. For this character, it is likely that the extra Recovery is having the largest effect on play... but it is possible that simply moving that slot to a high-Endurance cost toggle (and slotting with some Endurance reduction, possibly in combination with another attribute) would end up offering an improved profile for the blue bar. A simple way to test this is to use an unslotter to pull the piece our of the slot and play for a day with it unslotted. FWIW on high-HP Tankers I would (at least) 2x slot Numina's in Health with the second piece being a straight Heal/Absorb, but Blasters are a different beast.

     

  5. 3 hours ago, Sovera said:

    - In practice against AVs (+4, +3 with the shift) using different opponents in the AE the difference between slotting a -res against slotting a damage proc was in the order of 4%. Bopper is our mathmagic wizard and would use different numbers or terms but I tested by wailing on the different AVs for 5 minutes with the -res and then with a damage proc. Then I saw how much HP it had in both cases, used a calculator for the percentages, and 4-5% difference between the two was the average.

     

    I can believe the above quote from 'personal feels' from the (random) variation in defeat times I will see against zone Giant Monsters. I'm not referring to variation between a Grim Vale spawned Iron Jack and a wandering Iron Jack (for example), or zone-to-zone variation between a KR Paladin and a CF Jurassik.

     

    As I wrote above, I have a Robotics/Traps Mastermind that has the same %-Resistance slotting in his attacks (I'd forgotten: I also still have one slotted in Acid Mortar from the secondary to support the primary/patron attacks); I observe a small but noticeable random variation in defeat times for the same GM (using the same number of henchmen) that I attribute (partially) to the %-Resistance proc. I suppose I could unslot those pieces and do more testing, but I'd be breaking up Annihilation set bonuses. I'm not just unmotivated about doing any specific testing... I have the very rare Soulbound Allegiance %BuildUp piece in the Battle Drones as well doing its random thing.

     

    To repeat myself: The choice of (AoE) %-Resistance on a Mastermind is (for me, YMMV) something of a no-brainer, assuming that I will be running with Henchmen. a little extra %damage from a proc simply doesn't measure up against effectively boosting the damage of all the henchmen.

     

    For players who don't have access to a -Resistance debuff, but desperately want one, Weaken Resolve (from the Force of Will pool) when slotted with nothing but Accuracy is IMO a pretty good choice... it is 100% of the time one of my picks when I want to go deep into that pool. Yes, it takes a power pick (as opposed to a slot for a %proc) but:

    • Weaken Resolve is a 15 second duration, as opposed to 10 seconds
    • The -Resistance is applied on hit, without relying on %proc chance
    • Allows other pieces to go into the slot that would have had the %-Resistance piece, blah blah blah fishcakes

    There are a couple of %damage procs that can also go into Weaken Resolve. I wouldn't necessarily recommend that option for all ATs, but if a build of mine is (A) going to take the power early and (B) an AT that typically does low damage against single targets, I will almost always try to slot the power for Accuracy plus at least one %damage piece. If nothing else, it then feels like I'm not completely sacrificing an attack to apply a debuff. Most builds end up with enough global +Recharge that this power's recharge time ends up being pretty close to the 15 second duration.

    • Like 1
  6. When I am considering slotting a %-resistance instead of %damage, I consider the following:

    • %-Resistance from the same source won't stack with itself, but will extend the duration of the -Resistance.
    • The %-Resistance procs, all have relatively short durations. 
    • Attacks have to land in the short duration of a %-Resistance to benefit from the proc.

    For a great majority of my characters. I don't end up slotting %-Resistance, because for most content I'm (individually, solo) not going to get enough benefit from %-Resistance. Personal exceptions listed below:

     

    If a character has a relatively low-damage AoE (with a reliable %proc rate) which immediately can be followed by another AoE in the attack chain that does more damage (than the preceding attack), then the first attack may get a %-resistance piece.

     

    My thinking is that a one-two combo like this can soften up a large spawn and then finish a large number of mobs in the spawn.

     

    If my character is a Mastermind, I try to add the same %-Resistance piece to multiple attacks, praying that RNGesus keeps the -Resistance going to help my henchmen do slightly more damage.

     

    The lower tier henchmen need as much help as can be mustered. My most reliable GM killer is Robotics/Traps; it has 2 Annihilation %-Resistance pieces slotted in 2 different (primary/patron) MM attacks. The hope is that my henchmen are making attacks while the -Resistance is in play, and that spreading the AoE -Res will land on enemies they have chosen to attack (while in bodyguard mode).

     

    The Mastermind exception applies to characters that will be playing with large teams. Of course it is possible to use enhancement unslotters to change out at any time. I occasionally do this in AoE attacks on some Tankers if it looks like a team isn't finishing enemy spawns 'quickly enough'. The idea is that if I'm not getting teh attacks in during the %-Resistance period, then my teammates will be.

    • Like 1
  7. 7 hours ago, Saebeas said:

    Would this still work with the changes to MM's taking some stuff and putting it into primary attacks, etc...?

     

    I can't speak specifically to the original recommendations (builds or playstyles), but I think for the Robotics primary, S/L (non-AFK) farming is probably better. The Maintenance Drone alone should provide more reliable healing for the henchmen. The movement of the debuffs from the Robotic henchmen will have a small effect to be sure, but as a practical matter the main performance I have observed relative to that specific change is that the Robotics MM has to be more active in attacking (most) Giant Monsters/AVs than before... but that the net defeat times of those big-sacks-of-HP are quicker than before the change. (I always was active with MM attacks anyway, so I feel qualified to write the previous statement)

     

    The other big change specific to Robotics is that almost all of the henchmen attacks do Knockdown instead of Knockback, this frees up slots. Prior to this change, Knockdown globals were necessary to keep enemy swarms clustered.

     

    Yet one more minor improvement, but not specific to Robotics is that being able to skip the T1 power in the secondary allows more freedom of builds. I run a Robotics/Traps and the original forced secondary T1 pick of a single-target immobilize was NOT as good for 'farming' as the T2 Caltrops.

  8. Some very reasonable calls on slotting choices. I can definitely see reducing the number of slots used, and the set bonuses are smart. Specific to my Corruptor choices, I feel I can only speak directly to one of these choices:

     

    48 minutes ago, Uun said:

    Chrono Shift: 2x 50+5 Recharge IOs. I always use Power Boost with this, which boosts the healing significantly. I don't have Hasten on my corruptor, so I don't have this perma (about 19 seconds down time). My controller with Hasten has both perma Hasten and Chrono Shift.

     

    Originally, I was going to slot 2x IO Recharge 50+5 in Chrono Shift. As I was leveling (that is: I didn't have the uber set bonuses yet, nor boosters) I was noticing that the base Endurance cost (something like 20 End) was keeping it from firing (either on demand, or on auto), which has a complicated cascading effect on Recovery (and Recharge) and was affecting the Quality-of-Life in a noticeable enough way that I started to investigate Endurance Cost reduction +  Recharge options.

     

    This investigation came around the same time I noticed my very bad decision to try to use Distortion Field as an AoE %damage source, so one of the slots that would have been in Distortion Field ended up being re-purposed for Chrono Shift. I ended up doing number-crunching with HO, D-Syncs, power sets, and 3x End/Recharge (at 50+5) was so deep into Enhancement Diversification I went looking at increasing either the Heal or the Recovery.  It came down to Preemptive Optimization (End Mod/Endurance/Recharge) or the second Panacea piece (Healing/Endurance/Recharge). Panacea offered me a 'forever' +2.5% Recovery, so that was the deciding factor. If the +15% Endurance boost was Enhanceable, I very likely would have gone the other way!

     

    15 minutes ago, Yomo Kimyata said:

    Yeah, I probably blow too much inf on boosters compared to what it actually gets me, but what else are you gonna spend inf on?!?

     

    Pretty much ^this^.  Those extra 2 HP of AoE damage at level 50 must be helping, amiright? I have some (economically) wasteful habits that I freely admit to:

    • Because of the content I play, the merit-rich characters almost always just merit-buy ATOs for newish characters I like... if I haven't already bought them and low low prices (and can remember which character has bought them). Similarly, the Catalyst supply is deep.
    • The level 50 respec cycles between catalyzed and non-catalyzed pieces for SG storage (burning up Catalysts rather than using the market to catalyze)...I'm not sure I have ever bought a Luck of the Gambler!

    The one thing I "make" new level 50s do for themselves is buy (via merits) their own boosters. Usually a new level 50 won't have that much Inf on hand, but will have enough merits. Economically wasteful, but it isn't like saving the Inf is doing that much for me. At some point the only thing I am doing with Inf is buying Envenomed Daggers.

  9. On 6/15/2023 at 2:56 AM, Rigged said:

    Y'all know that frankenslotting and boosting set IOs will get you to almost the same values as most hami-o's, right? There are only a very rare few powers that benefit fully from a hami-o, mostly those that have multiple control effects or both tohit and defense buffs/debuffs.

     

    I gave the above post a thumbs-up, but I did want to add this reason why I'd prefer the ability to convert (with an Enhancement converter) or convert via purchase (as with "Event" or "Archtype") using merits. My reason is that there are some attribute combinations that don't exist in an available set to boost., even if the power will take IOs that are part of a Hami/DS. The inherent greater starting values (for D-Syncs, for Hami-Os) means that even using a triple-attribute D-Sync is better than other options. (ehem: Threat / Accuracy / Recharge or Slow / Endurance / Recharge), but often it is just for something that can take both Accuracy and Range boosts (and no regular set piece exists for that type of power).

     

    I should note: I almost always (but not always) use Hami-O and D-Syncs because I am trying to conserve slots. I have found a few powers for which there are no good choices of HO/DS even if I intend to frankenslot.

    • Thumbs Up 1
  10. I didn't vote (I don't think) but for me the answer is ALWAYS. I've found it to be the easiest way to get powers that do either/both:

    1. Let me slot the precious Globals
    2. Run Weave, often slotted for Defense.

    There are some Epic/Patron that let me do these, but often I want the Epic pool to complement the build and so the pools I want are not guaranteed to offer me powers to put (all) the Globals in. Also, at least for Patron Resist toggles, I tend to want to run those with a set bonus.

    • Like 1
  11. I got the Energy Blast/Time Manipulation Corruptor to level 50, and so it got the level 50 respec/Purples/Superiors/Boosts, The character itself has some peculiar compromises made for concept, so I just wanted to post my thoughts on the Time Manipulation secondary. I did far more franken-slotting than usual for this character; I'm sharing where I landed to listen to any feedback folks may have.

     

    Level 1:        Time Crawl    
     (A) Pacing of the Turtle - Accuracy/Endurance
     (*) Pacing of the Turtle - Accuracy/Slow
     (*) Ice Mistral’s Torment - Chance for Damage (Cold)
     (*) Impeded Swiftness - Chance for Damage (Smashing)

     

    Nothing super-clever here, except that Accuracy is always a priority, then Endurance and I don't mind leaning into the single-target Slow. The %damage is reliable on cast. The set bonus is a freebie, and I felt this was the best option. This needs to hit, not just for %damage but especially for maximum synergy with Slowed Response's debuffs.

     

    Level 4:        Time's Juncture    
     (A) HamiO:Enzyme Exposure (Endurance/Defense Debuff/ToHit Debuff): Level 53
     (*) HamiO:Enzyme Exposure (Endurance/Defense Debuff/ToHit Debuff): Level 53

     

    The Hami-Os are strictly for a marginal improvement in Endurance cost and ToHit debuff. Level 50+5 Dampened Spirits and Dark Watcher's Despair (both Endurance/ToHit debuff) are almost as good. I find this to be a good toggle when facing large spawns, and that it doesn't de-toggle when mezzed is nice. I'll use it when scouring indoor maps for hidden mobs!

     

    Level 6:        Temporal Mending    
     (A) Preventive Medicine - Heal/Endurance
     (*) Preventive Medicine - Chance for +Absorb
     (*) Preventive Medicine - Heal
     (*) Preventive Medicine - Endurance/RechargeTime
     (*) Preventive Medicine - Heal/RechargeTime
     (*) Preventive Medicine - Heal/RechargeTime/Endurance

     

    This is typical slotting for me. This heal doesn't really need to be taken so early in a build IMO, but level 6 is where I felt it fit. I definitely wanted the healing for low-level TF/SF. FWIW: I didn't slot this until late in the build.

     

    Skipped: Temporal Selection. I had it while leveling, and I felt like it improved some of my PUGmates, but frankly teammates are unpredictable enough and I am never entirely sure if they notice they have a buff on them... or that buffs eventually expire. A more team-friendly build should probably have it. If I didn't have LotG mules at levels 47 and 49,  I'd probably make it the Level 49 power pick for level 45+/Incarnate content.

     

    Level 16:    Distortion Field    
     (A) Pacing of the Turtle – Endurance/Recharge/Slow: Level 50+5
     (*) Superior Entomb - Endurance/Recharge

     

    I played around with this power trying to make it %damage-friendly whjle leveling, Including mixed Accuracy slotting and the PVP Gladiator's Net %damage (a high-rate %proc)... and because it is a pseudo-pet this was terrible. The power can take a LOT of %damage pieces, but the rates are horrible. Dropping the %proc idea let me lean hard into Endurance reduction and Recharge time with a modicum of Slow.

     

    Level 18:    Aim    (from Primary)
     (A) Gaussian's Synchronized Fire-Control - Chance for Build Up
     (*) Recharge Reduction IO: Level 50+5

     

    I'm including this power in the discussion of the secondary to provide some extra context for that second IO Recharge 50+5 choice. I try to have an Aim/Build Up power available pretty much whenever I have a Snipe. I will come back to this...

     

    Level 20:    Time Stop    
     (A) Gladiator's Net - Accuracy/Hold: Level 50+5
     (*) Gladiator's Net - Accuracy/Endurance/Recharge/Hold: Level 50+5
     (*) Gladiator's Net - Chance for Damage (Lethal)
     (*) Unbreakable Constraint - Chance for Damage (Smashing)
     (*) Ghost Widow's Embrace - Chance for Damage (Psionic)
     (*) Neuronic Shutdown - Chance for Damage (Psionic)

     

    This is my typical slotting for single-target holds that I also want to do damage. I feel that I almost always get more mileage from the +MaxEnd bonus from Gladiator's Net than I would for any other 3-piece Hold set bonus. While leveling, I had the Lockdown %+2 Magnitude piece in this power, but against high-con enemies the effect when it triggers (and it reliably triggers) doesn't last long enough to make a difference IMO. I like the Hold as much as I like the %damage. I wouldn't judge anyone for using the Entomb %+Absorb piece here. I don't think the Recharge portion of the %Absorb proc will hurt %proc rates that much (I write, based on slotting on another character)

     

    Level 24:    Farsight    
     (A) Luck of the Gambler - Recharge Speed
     (*) HamiO:Membrane Exposure (Endurance/ToHit Buff/Defense Buff): Level 53
     (*) HamiO:Membrane Exposure (Endurance/ToHit Buff/Defense Buff): Level 53
     (*) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
     (*) Gaussian's Synchronized Fire-Control - Recharge/Endurance

     

    This slotting is a brutal assault on Enhancement Diversification; I make no apologies. The Gaussian's pieces are attuned for the travel speed bonus. My attitude to Aim (see above) is to have that %Build Up be available as often as possible, and I don't really need any other enhancement bonuses when it triggers... so the %BuildUp proc is elsewhere. See further comments at end regarding my choices around ToHit buffs. Frankly: the most challenging element of Farsight is getting as many teammates in the 25' radius as possible.

     

    Level 28:    Slowed Response    
     (A) Analyze Weakness - Accuracy/Recharge: Level 50+5
     (*) Analyze Weakness - Accuracy/Endurance/Recharge: Level 50+5
     (*) Shield Breaker - Chance for Damage (Lethal)
     (*) Touch of Lady Grey - Chance for Damage (Negative Energy)

     

    This is a reliable Resistance debuff that I want available as often as possible, with the added benefit that it reliably dishes slightly off-brand damage types over a large AoE. As a 25' targeted AoE, this is a good source of extra %damage on top of the debuffs. The Analyze Weakness pieces are boosted not catalyzed; I can live without the Regeneration set bonus at lower levels.

     

    Level 30:    Chrono Shift    
     (A) Doctored Wounds - Endurance/Recharge: Level 50+5
     (*) Panacea - Endurance/Recharge: Level 50+5
     (*) Panacea - Heal/Endurance/Recharge: Level 50+5

     

    Originally I had planned three different Healing Endurance/Recharge pieces, but after taking a look at the final values after considering Enhancement Diversification (which is still hitting my choice hard) I felt slipping in some extra Healing wasn't having that much of an effect on Endurance cost or Recharge time. The PVP Panacea set was the obvious choice once I was committed to boosting each enhancement. I have Chrono Shift on auto. If I didn't solo as much as I do and I committed to only highish-level content, I'd pull the 120s Panacea %+Heal/+End piece (currently occupying the second slot in Health) and move it here.

     

    This build also includes:

     

    Level 32:    Hasten    
     (A) Recharge Reduction IO: Level 50+5
     (*) Recharge Reduction IO: Level 50+5

     

    Level 38:              Power Boost      (from Soul Mastery Patron pool)

     (A) Recharge Reduction IO: Level 50+5

     

    Power Boost is one of the build's "money" powers. Normally for such a utilitarian power I would add a second slot and go for more Recharge reduction, but in practice the single slot of 50+5 leaves it with a timer that is commensurate with both Slowed Response and Farsight to boost those effects. for content where it is available, I use it more often than Aim... because with a +6% ToHit piece in a toggle (for me Hover, but Combat Jumping would work too) I have the Fast Snipe damage boost (IIRC max +22% from +ToHit) available all the time. I could move the Recharge IO from Aim to Power Boost, but as is I leverage the +Damage portion of  %BuildUp on attack powers other than the Snipe. I almost pulled the Kismet piece from the build, but I was doing enough low-level content that I wanted its (fast Snipe) damage boost available via the toggle.

     

    A further comment: I really wasn't shooting for perma-Hasten, but the build has it when Chrono Shift is also active. the secondary has enough long-recharge powers that I felt I might as well have Hasten available especially for high-level, large spawn content. Solo I play much more relaxed and rarely use Hasten. I boosted the Recharge in Hasten to 50+5 mostly for harmony, and partially because of enemy Slows. There is very little difference between two 50+4 boosts and two 50+5 boosts, if funds/merits are tight.

    • Like 3
  12. I used the Medicine pool for a while on a Shield Tanker (pre-50), I made a point to use the powers (on teammates in trouble) but they simply weren't useful enough.

     

    The only other character that I felt I got mileage out of Medicine was a Mastermind, but that was during the before times, and it was only useful (for me) to keep a small number of henchmen (i.e. when I had ONLY T1 or T1+T2) alive at lower levels... and I was doing crazy stuff like street-sweeping even level mobs in Perez Park. After getting the T3, I respecced out of Medicine.

  13. Ah you sweet summer children. Back in the day, an Inv/EM tanker would have to be rooted in place in Peregrine Island and hope that those stunned Nemesis troopers would eventually rocket back within melee range.

     

    If we are negotiating: I won't support Stuns getting any enhancement changes while neither Fears nor Threats have anything like PVP or Very Rare enhancement choice. I'm not asking for much...

     

    Fears: Deserve a %Contagious Fear piece (would be especially useful in the single-target fears, which have limited utility at level 50+ content). I'd kinda like an Acc/End/Fear piece to exist as well.

     

    Threat: We need a non-D-Sync Threat/Accuracy piece, as there exists non-auto-hit Threat powers. There aren't any mixed Endurance-reduction for Threat powers outside of the D-Syncs. I could use straight-up Acc/End in certain powers. Threat/Range is always a solid choice. I don't care what the 6th piece is, I'm sure many aura builds would like another %damage.

    • Like 1
    • Thumbs Up 2
  14. TL;DR: I don't think the case to make the OP change is well-motivated (beyond wanting to get something for less).

     

    Something similar was written earlier in the thread (in different ways) that later pool picks are good because there is an additional cost (the prerequisite) picks... and just as later powers in a primary/secondary tend to get "better"(kk, maybe not T9 armors) the investment in a power pool is part of the price of admission. I agree that (by themselves) only Boxing (or Kick) is somewhat of a stinker attack. At least there is synergy from biking both of them, unlike some other pools (ehem: Provoke/Pacify/intimidate, pick any two to get the good stuff).

     

    Writing only for myself: The lowering of the levels for which powers are available has done two things (for my play experience)

    • I have fewer opportunities to fit a "shore up weaknesses" choice like the Fighting pool (as early as I used to)
    • I get the accesses to the set-defining powers earlier, so I don't feel like I need to shore up weaknesses so early.

    If the fitness pool was not inherent, I can guarantee almost every one of my builds would be trying to get to Stamina in ASAP... I write this with certainty because hat is how it was on Live (for me). Inherent Fitness (as well as lowering he level to be able to take a true travel power) were honest-to-RNGesus quality-of-life changes

     

    Another personal comment: I rarely take either Tough or Weave strictly for their benefits as a toggle, thanks to Global pieces. I have quite a few builds that use Tough and/or Weave only as mules. As things are now, 100% of my builds use globals (or 120s %procs) in Health and Stamina. If I had an inherent Fighting pool, I'd dump globals in it as well.... just as I do with my auto resist/defense powers on AT which have those. [IMO The game's QoL would severely diminish without Globals and %procs, I don't feel like engaging with a discussion about how changing Globals is the key to getting an inherent Fighting pool... let's just say I don't feel like I need an ever-changing series of cascading changes to have to skip Boxing and Tough when I can just pick a character that gets similar powers through a primary or secondary]

    • Like 1
  15. This lack-of-damage (on a successful toHot roll) has been observed (and reported) for a long time. It has been most noticeable for me on Scrappers/Stalker Epic Snipes, as the Snipe is very different than most of the other attacks which allows the results to stand out. I have observed it recently on a Corruptor who has the Snipe as a regular part of the usual attack chain.

     

    I want to say: the issue was present prior to the Homecoming changes that included shortening the Range of the Fast Snipe.

     

    The base damage of Snipea is variable (different values Fast or Slow, Fast damage includes the first 22% of+ToHit); I have come to assume/guess that there is a slight issue in one of the math routines that results in a NaN and/or has some sort of error-trap fall-thru. I have also seen the hit registered (in the combat log) with no damage. And sometimes no damage from the snipe and some damage from a %proc.

  16. 4 hours ago, Bellicose said:

    Additionally, Poison likes it opponents close together and Energy has a tendency to spray the baddies around the battlefield.

     

    1 hour ago, ryokoryu said:

    which is why I am plannning to slot overwealming force into them

     

     

    Overwhelming Force KB->KDcan only go into one slot (it is a Unique), but the KB powers can take Sudden Acceleration KB->KD (That set is not Unique). There is something else slightly different about Energy compared to other primaries: It doesn't have a damage-over-time component. DOT is something that takes a while to get used to. I have grown to appreciate DOT for characters where I have to do a lot of target-switching anyway (as well as characters that do -Resistance).

     

    I've been leveling an Energy/Time Manipulation, and I while I don't have a /Poison Corruptor I do have a /Poison Controller so I am not completely ignorant of how the powers play. I am NOT using KB->KD in the primary (Energy) attacks (sorry PUGmates!):

    • The KB is a (poor, but not insignificant) form of protection
    • Every primary attack can be used for %damage and/or set bonuses
    • Time Manipulation has a few tricks (an early PBAoE toggle, a location-based slow) that allows me to have a radius where I am of extra debuffs

    I think if you go Energy/Poison you will need to pay quite a bit of attention to switching targets, even with Knockdown... but especially without it. On my Mind/Poison Controller, I found that I did NOT like the way Venomous Gas worked/require me to play. I think on Corrs it has a 15' radius, in comparison the low-level choice of Time's Juncture has a 25' radius.

     

    My suspicion is that /Poison on a Corruptor will be very good against single-targets, but rather uneven against large spawns. Part of this is because of the relative difficulty in raising Corruptor defenses (to counter LOTS of attacks and the RNG). If you go with this combo, I would absolutely plan to spam Envenom (as an attack with %damage, and with as many extra resistance debuffs you can fit it) so plan on giving it many slots.

  17. Obligatory comments:

     

    World of Confusion was best described as "Postage stamp of Confusion".

     

    AoE Confuse powers (Attacks much more so than Toggles) are much improved by adding a %damage piece to them, because getting even a little bit of damage on a MOB means that you are in the running to collect a reward drop from it, even if the XP/Inf is fractional. Some folks will talk up the potential to stack a higher Magnitude Confuse (even if it is only a short time) by leveraging %Contagious Confusion in an AoE, but the reward drops are much more reliable than whatever the chance of an extra magnitude confuse is. Put that piece in single-target Confuses instead.

  18. I had a Grav/Kin on Live, and she was recreated (probably on the first day of Torchbearer going up) on Homecoming as one of my early nostalgia efforts. Part of the nostalgia was remembering just... how... slow... it is to solo that character without leveraging all that Homecoming has to offer (easy enhancement options, extra XP, etc.).

     

    What always comes first to my mind about my Grav/Kin are these:

    • The secondary doesn't need much in the way of slotting,
    • The secondary allows slotting of lots of different travel powers, and can make characters speedy, in multiple ways.

    The latter bullet point is practically irrelevant in the current Homecoming, but it was a real selling point for me on Live: we go fast, they go slow. I did respin my character to be able to have faster solo map-clearing times, but it relied too much on Epic/Patron power pools for my taste. My build philophy has aged since then, and with new enhancement options and power pool choices I would probably approach the combo differently.

     

    As @Heatstroke wrote: I have a feeling /Time Manipulation (especially with Epic Power Boost) would serve just as well in most mass combats... there are obvious tradeoffs in approach... but also give a player more options when solo.

  19. On 6/26/2023 at 3:19 PM, Bionic_Flea said:

    I can think of one.  Achilles Heel -res proc was 1-2 million a few years ago.  Now they regularly go for 4-5 mill.

     

    I attribute that to a delay in the masses realizing how strong that proc is.  Most builds these days, certainly those chasing DPS and Pylon times, will have an Achilles or two.

     

    Before the Achilles Heel %-Resistance was ~2 Minf it was much higher... at least when I worked in that niche. Specifically for that piece: because of the level range and set, and (from years ago) the powers that could take it, made it profitable but not steady (my experience).

     

    Again, specific to this piece: Wasn't one of the recent changes to Fiery Sword attacks to give things like Fire Sword Circle a -Defense component? If so, there may be many more opportunities to slot the piece, as mentioned by @Bionic_Flea (including some farmers).

  20. 7 hours ago, TaxibotJoe said:

     Distortion Field and Slowed Response used to be nice little proc bombs.

     

    In my experience: Slowed Response, yes; Distortion Field, No. The latter accepts more %damage pieces, but (because it is a pseudopet?) the %proc chances are pretty bad, and even when slotting accuracy in the power itself the chances to trigger are quite poor (Accuracy slotting recommended as %damage also needs to make a ToHit roll).

     

    I can see cases when the %damage from Distortion Field will occur, but how often it happens is rather poor considering other places where the slots could be used: either for %damage elsewhere, or Quality-of-Life choices like more Endurance savings/Recovery/Travel Speed/whatever.

     

    The experiment that solidifed my opinion on this specific power was to take a character with Distortion Field into a low level Hazard Zone (large spawns of enemies which con grey) and toss the power.  Depending on player level, this should effectively reduce the ToHit portion of the %proc to minimal consideration, so it is possible to observe the %proc chances empirically. Do the same experiment with Slowed Response, the results were dramatically different, far beyond the different recharge times (as observed by the caster, not the pseudopet). Again: I'm not saying that the power never %procs, just that it is unreliable enough that anyone of the single-target powers (the slow, the hold) will, on average, end up doing more net %damage (assuming those powers are used).

     

    My reconfigured build (Corruptor, again) went from 6 slots in Distortion Field to two; two of the moved slots went to Slowed Response 🙂

    • Thumbs Up 1
  21. No comments on utility for Incarnate content. In some ways the game is degenerate enough in that content that it feels like entire primaries or secondaries aren't needed.

     

    I am also working up a /Time Corruptor (so pre-level 50). I like it just fine, although it doesn't seem 'top tier' (at this point). As this is specifically not a defender, it would be imprudent for me to offer too much analysis, but here is a hot-take: Time Manipulation as a primary may not offer as much opportunity for "Offender" (%damage) builds. Yes the single-target Time Crawl and Time Stop offer %damage, but as near as I can tell the only reliable chance for AoE %proc chances are from Slowed Response. Solo probably would be a slog until enough slots exist and Endurance can be handled.

     

    I'd think that simply keeping Farsight up and running Time's Juncture (while staying in the action) would be valuable for teams. Even with fast-moving teams it shouldn't take much effort to have Distortion Field in play for two-out-of-three spawns.

     

    There are of course, pools that can be added to further support teams. Sorcery's Enflame is a decent mixed-utility power for example.

  22. I have a few builds that do exactly this (put a FF +Recharge into Kick) but it is basically as a joke, in my case I think there is one character that has Kick because I was specifically getting all the Fighting pool powers, there is one that is holding a weapon and I wanted to avoid redraws, and there is another girly-man that simply kicks.

     

    Taking/slotting Kick with +Recharge used to be my default if I was using the Fighting Pool for Tough / Weave, because on low-enough content any potential little bit of +Recharge can help. Now that (in Homecoming) the level requirements at which higher-tier powers become available have been lowered, the first choice of the Fighting pool isn't that important (for me) and truly it is rare that I have enough power choices to take three powers from the Fighting pool as early as I used to (when we had more "dead zones" in builds with old levels of power availabilities).

     

    Unless the character is specifically holding something, I will almost always choose Boxing when going into the Fighting pool.

    • Like 1
  23. On 6/21/2023 at 7:33 AM, Techwright said:

    I realize not everyone is a badge hound, but I'm puzzled why, over the last couple of years, I've consistently seen teams ignoring earning the following badges, sometimes deliberately ignoring them:

     

     

    2. Doorbuster Badge - Jail doors destroyed badge.  Yeah, it will not be had on any one try, but considering the number of times people run the Penny Yin Task Force, taking an extra minute or two to destroy all the jail doors would add up over time.  Citadel TF has a lot of them too, and I believe the map is reused several times in that one.

     

     

    I'm withholding and actual "thumbs down"; this is my warning that insisting on "doorbusting" during a Penny Yin or Citadel TF deserves to be met with "durr-busting"(*1). It is definitely NOT a minute or two on Citadel (yeah, you go break doors while there is a pool room to deal with) and it completely breaks the flow of a combat-focused Yin TF.

     

    If you want a blueside doorbuster mission, load up on temp attack powers and run the Aaron Thiery arc.

     

    (*1) My absolute least-favorite moment of a Yin TF Leader's cognitive dissonance crying that he wanted doors to be defeated "for the badge", and then later pitching a fit when the extra rooms were opened in the Terra Volta reactor map (to get extra bosses "for the badge(s)" obviously).

    • Thumbs Up 1
  24. At least I know the OP wasn't about me, yet I want to say that I find the League interface to be somewhat tricky to navigate, especially if I am looking for a specific player name. The UI is visually cramped, more so depending on the length of player names... not to mention how busy it can get when monitoring teammates powers. A rookie may be just as likely to quit/kick someone from the league as they are to pass the star.

     

    At least be thankful Incarnate trials are not content where folks have to go out of their way to pick specific players to lead teams or worry so much about balancing teams in a League.

×
×
  • Create New...